mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-04 01:34:19 +00:00 
			
		
		
		
	REXM: Updated examples after some renames
This commit is contained in:
		@@ -538,12 +538,11 @@ CORE = \
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SHAPES = \
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    shapes/shapes_basic_shapes \
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    shapes/shapes_bouncing_ball \
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    shapes/shapes_circle_sector_drawing \
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    shapes/shapes_collision_area \
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    shapes/shapes_colors_palette \
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    shapes/shapes_digital_clock \
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    shapes/shapes_double_pendulum \
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    shapes/shapes_circle_sector_drawing \
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    shapes/shapes_rounded_rectangle_drawing \
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    shapes/shapes_easings_ball \
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    shapes/shapes_easings_box \
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    shapes/shapes_easings_rectangles \
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@@ -554,6 +553,7 @@ SHAPES = \
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    shapes/shapes_rectangle_advanced \
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    shapes/shapes_rectangle_scaling \
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    shapes/shapes_ring_drawing \
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    shapes/shapes_rounded_rectangle_drawing \
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    shapes/shapes_splines_drawing \
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    shapes/shapes_top_down_lights
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@@ -606,7 +606,6 @@ MODELS = \
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    models/models_bone_socket \
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    models/models_box_collisions \
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    models/models_cubicmap_rendering \
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    models/models_textured_cube \
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    models/models_first_person_maze \
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    models/models_geometric_shapes \
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    models/models_gpu_skinning \
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@@ -622,6 +621,7 @@ MODELS = \
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    models/models_rlgl_solar_system \
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    models/models_skybox_rendering \
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    models/models_tesseract_view \
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    models/models_textured_cube \
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    models/models_waving_cubes \
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    models/models_yaw_pitch_roll
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@@ -630,6 +630,7 @@ SHADERS = \
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    shaders/shaders_basic_pbr \
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    shaders/shaders_custom_uniform \
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    shaders/shaders_deferred_rendering \
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    shaders/shaders_depth_rendering \
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    shaders/shaders_eratosthenes_sieve \
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    shaders/shaders_fog_rendering \
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    shaders/shaders_hot_reloading \
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@@ -653,7 +654,6 @@ SHADERS = \
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    shaders/shaders_texture_tiling \
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    shaders/shaders_texture_waves \
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    shaders/shaders_vertex_displacement \
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    shaders/shaders_depth_rendering \
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    shaders/shaders_write_depth
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AUDIO = \
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@@ -538,12 +538,11 @@ CORE = \
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SHAPES = \
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    shapes/shapes_basic_shapes \
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    shapes/shapes_bouncing_ball \
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    shapes/shapes_circle_sector_drawing \
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    shapes/shapes_collision_area \
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    shapes/shapes_colors_palette \
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    shapes/shapes_digital_clock \
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    shapes/shapes_double_pendulum \
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    shapes/shapes_circle_sector_drawing \
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    shapes/shapes_rounded_rectangle_drawing \
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    shapes/shapes_easings_ball \
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    shapes/shapes_easings_box \
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    shapes/shapes_easings_rectangles \
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@@ -554,6 +553,7 @@ SHAPES = \
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    shapes/shapes_rectangle_advanced \
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    shapes/shapes_rectangle_scaling \
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    shapes/shapes_ring_drawing \
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    shapes/shapes_rounded_rectangle_drawing \
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    shapes/shapes_splines_drawing \
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    shapes/shapes_top_down_lights
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@@ -606,7 +606,6 @@ MODELS = \
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    models/models_bone_socket \
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    models/models_box_collisions \
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    models/models_cubicmap_rendering \
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    models/models_textured_cube \
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    models/models_first_person_maze \
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    models/models_geometric_shapes \
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    models/models_gpu_skinning \
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@@ -622,6 +621,7 @@ MODELS = \
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    models/models_rlgl_solar_system \
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    models/models_skybox_rendering \
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    models/models_tesseract_view \
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    models/models_textured_cube \
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    models/models_waving_cubes \
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    models/models_yaw_pitch_roll
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@@ -630,6 +630,7 @@ SHADERS = \
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    shaders/shaders_basic_pbr \
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    shaders/shaders_custom_uniform \
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    shaders/shaders_deferred_rendering \
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    shaders/shaders_depth_rendering \
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    shaders/shaders_eratosthenes_sieve \
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    shaders/shaders_fog_rendering \
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    shaders/shaders_hot_reloading \
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@@ -653,7 +654,6 @@ SHADERS = \
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    shaders/shaders_texture_tiling \
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    shaders/shaders_texture_waves \
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    shaders/shaders_vertex_displacement \
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    shaders/shaders_depth_rendering \
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    shaders/shaders_write_depth
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AUDIO = \
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@@ -793,6 +793,9 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
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shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_collision_area: shapes/shapes_collision_area.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@@ -805,12 +808,6 @@ shapes/shapes_digital_clock: shapes/shapes_digital_clock.c
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shapes/shapes_double_pendulum: shapes/shapes_double_pendulum.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_rounded_rectangle_drawing: shapes/shapes_rounded_rectangle_drawing.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_easings_ball: shapes/shapes_easings_ball.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@@ -841,6 +838,9 @@ shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
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shapes/shapes_ring_drawing: shapes/shapes_ring_drawing.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_rounded_rectangle_drawing: shapes/shapes_rounded_rectangle_drawing.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_splines_drawing: shapes/shapes_splines_drawing.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@@ -1043,10 +1043,6 @@ models/models_cubicmap_rendering: models/models_cubicmap_rendering.c
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    --preload-file models/resources/cubicmap.png@resources/cubicmap.png \
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    --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
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models/models_textured_cube: models/models_textured_cube.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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    --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
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models/models_first_person_maze: models/models_first_person_maze.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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    --preload-file models/resources/cubicmap.png@resources/cubicmap.png \
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@@ -1116,6 +1112,10 @@ models/models_skybox_rendering: models/models_skybox_rendering.c
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models/models_tesseract_view: models/models_tesseract_view.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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models/models_textured_cube: models/models_textured_cube.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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    --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
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models/models_waving_cubes: models/models_waving_cubes.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@@ -1157,6 +1157,10 @@ shaders/shaders_deferred_rendering: shaders/shaders_deferred_rendering.c
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    --preload-file shaders/resources/shaders/glsl100/deferred_shading.vs@resources/shaders/glsl100/deferred_shading.vs \
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    --preload-file shaders/resources/shaders/glsl100/deferred_shading.fs@resources/shaders/glsl100/deferred_shading.fs
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		||||
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shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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    --preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
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		||||
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shaders/shaders_eratosthenes_sieve: shaders/shaders_eratosthenes_sieve.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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    --preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs
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@@ -1245,7 +1249,7 @@ shaders/shaders_shadowmap_rendering: shaders/shaders_shadowmap_rendering.c
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    --preload-file shaders/resources/shaders/glsl100/shadowmap.vs@resources/shaders/glsl100/shadowmap.vs \
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    --preload-file shaders/resources/shaders/glsl100/shadowmap.fs@resources/shaders/glsl100/shadowmap.fs \
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    --preload-file shaders/resources/models/robot.glb@resources/models/robot.glb \
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    --preload-file shaders/shaders_shadowmap_rendering.png@shaders_shadowmap_rendering.png
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    --preload-file shaders/shaders_shadowmap.png@shaders_shadowmap.png
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		||||
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shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@@ -1287,10 +1291,6 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
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    --preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
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    --preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
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		||||
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shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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		||||
    --preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
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		||||
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shaders/shaders_write_depth: shaders/shaders_write_depth.c
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	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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		||||
    --preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
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		||||
 
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@@ -1,6 +1,6 @@
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		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [models] example - animation
 | 
			
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*   raylib [models] example - animation playing
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★☆☆] 2/4
 | 
			
		||||
*
 | 
			
		||||
@@ -33,7 +33,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
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		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - animation");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - animation playing");
 | 
			
		||||
 | 
			
		||||
    // Define the camera to look into our 3d world
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [models] example - cubicmap
 | 
			
		||||
*   raylib [models] example - cubicmap rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★☆☆] 2/4
 | 
			
		||||
*
 | 
			
		||||
@@ -25,7 +25,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
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		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap rendering");
 | 
			
		||||
 | 
			
		||||
    // Define the camera to look into our 3d world
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [models] example - heightmap
 | 
			
		||||
*   raylib [models] example - heightmap rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★☆☆☆] 1/4
 | 
			
		||||
*
 | 
			
		||||
@@ -25,7 +25,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap rendering");
 | 
			
		||||
 | 
			
		||||
    // Define our custom camera to look into our 3d world
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [models] example - draw cube texture
 | 
			
		||||
*   raylib [models] example - textured cube
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★☆☆] 2/4
 | 
			
		||||
*
 | 
			
		||||
@@ -33,7 +33,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [models] example - textured cube");
 | 
			
		||||
 | 
			
		||||
    // Define the camera to look into our 3d world
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - deferred render
 | 
			
		||||
*   raylib [shaders] example - deferred rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★★] 4/4
 | 
			
		||||
*
 | 
			
		||||
@@ -67,7 +67,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred render");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - deferred rendering");
 | 
			
		||||
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
    camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };    // Camera position
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - view depth
 | 
			
		||||
*   raylib [shaders] example - depth rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★☆] 3/4
 | 
			
		||||
*
 | 
			
		||||
@@ -36,7 +36,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - view depth");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
 | 
			
		||||
 | 
			
		||||
    // Init camera
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - eratosthenes
 | 
			
		||||
*   raylib [shaders] example - eratosthenes sieve
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★☆] 3/4
 | 
			
		||||
*
 | 
			
		||||
@@ -45,7 +45,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes sieve");
 | 
			
		||||
 | 
			
		||||
    RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - hybrid render
 | 
			
		||||
*   raylib [shaders] example - hybrid rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★★] 4/4
 | 
			
		||||
*
 | 
			
		||||
@@ -55,7 +55,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid render");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid rendering");
 | 
			
		||||
 | 
			
		||||
    // This Shader calculates pixel depth and color using raymarch
 | 
			
		||||
    Shader shdrRaymarch = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raymarch.fs", GLSL_VERSION));
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - lightmap
 | 
			
		||||
*   raylib [shaders] example - lightmap rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★☆] 3/4
 | 
			
		||||
*
 | 
			
		||||
@@ -46,7 +46,7 @@ int main(void)
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap rendering");
 | 
			
		||||
 | 
			
		||||
    // Define the camera to look into our 3d world
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - normal map
 | 
			
		||||
*   raylib [shaders] example - normalmap rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★★] 4/4
 | 
			
		||||
*
 | 
			
		||||
@@ -39,7 +39,7 @@ int main(void)
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    SetConfigFlags(FLAG_MSAA_4X_HINT);
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normal map");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normalmap rendering");
 | 
			
		||||
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
    camera.position = (Vector3){ 0.0f, 2.0f, -4.0f };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - raymarching
 | 
			
		||||
*   raylib [shaders] example - raymarching rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★★] 4/4
 | 
			
		||||
*
 | 
			
		||||
@@ -35,7 +35,7 @@ int main(void)
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    SetConfigFlags(FLAG_WINDOW_RESIZABLE);
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching rendering");
 | 
			
		||||
 | 
			
		||||
    Camera camera = { 0 };
 | 
			
		||||
    camera.position = (Vector3){ 2.5f, 2.5f, 3.0f };    // Camera position
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shaders] example - spotlight
 | 
			
		||||
*   raylib [shaders] example - spotlight rendering
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★☆☆] 2/4
 | 
			
		||||
*
 | 
			
		||||
@@ -81,7 +81,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering");
 | 
			
		||||
    HideCursor();
 | 
			
		||||
 | 
			
		||||
    Texture texRay = LoadTexture("resources/raysan.png");
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shapes] example - draw circle sector
 | 
			
		||||
*   raylib [shapes] example - circle sector drawing
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★☆] 3/4
 | 
			
		||||
*
 | 
			
		||||
@@ -30,7 +30,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing");
 | 
			
		||||
 | 
			
		||||
    Vector2 center = {(GetScreenWidth() - 300)/2.0f, GetScreenHeight()/2.0f };
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shapes] example - easings ball anim
 | 
			
		||||
*   raylib [shapes] example - easings ball
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★☆☆] 2/4
 | 
			
		||||
*
 | 
			
		||||
@@ -27,7 +27,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball");
 | 
			
		||||
 | 
			
		||||
    // Ball variable value to be animated with easings
 | 
			
		||||
    int ballPositionX = -100;
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shapes] example - easings box anim
 | 
			
		||||
*   raylib [shapes] example - easings box
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★☆☆] 2/4
 | 
			
		||||
*
 | 
			
		||||
@@ -27,7 +27,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box");
 | 
			
		||||
 | 
			
		||||
    // Box variables to be animated with easings
 | 
			
		||||
    Rectangle rec = { GetScreenWidth()/2.0f, -100, 100, 100 };
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shapes] example - easings rectangle array
 | 
			
		||||
*   raylib [shapes] example - easings rectangles
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★☆] 3/4
 | 
			
		||||
*
 | 
			
		||||
@@ -38,7 +38,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangles");
 | 
			
		||||
 | 
			
		||||
    Rectangle recs[MAX_RECS_X*MAX_RECS_Y] = { 0 };
 | 
			
		||||
 | 
			
		||||
 
 | 
			
		||||
@@ -1,6 +1,6 @@
 | 
			
		||||
/*******************************************************************************************
 | 
			
		||||
*
 | 
			
		||||
*   raylib [shapes] example - draw rectangle rounded
 | 
			
		||||
*   raylib [shapes] example - rounded rectangle drawing
 | 
			
		||||
*
 | 
			
		||||
*   Example complexity rating: [★★★☆] 3/4
 | 
			
		||||
*
 | 
			
		||||
@@ -30,7 +30,7 @@ int main(void)
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
 | 
			
		||||
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
 | 
			
		||||
    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rounded rectangle drawing");
 | 
			
		||||
 | 
			
		||||
    float roundness = 0.2f;
 | 
			
		||||
    float width = 200.0f;
 | 
			
		||||
 
 | 
			
		||||
@@ -64,12 +64,12 @@ Example elements validated:
 | 
			
		||||
| shapes_lines_bezier              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_collision_area            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_following_eyes            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_easings_ball_anim         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_easings_box_anim          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_easings_rectangle_array   |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_easings_ball              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_easings_box               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_easings_rectangles        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_ring_drawing              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_draw_circle_sector        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_draw_rectangle_rounded    |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_circle_sector_drawing     |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_rounded_rectangle_drawing |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_top_down_lights           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_rectangle_advanced        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shapes_splines_drawing           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
@@ -114,10 +114,10 @@ Example elements validated:
 | 
			
		||||
| text_unicode_ranges              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| text_3d_drawing                  |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| text_codepoints_loading          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_animation                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_animation_playing         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_billboard_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_box_collisions            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_cubicmap                  |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_cubicmap_rendering        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_first_person_maze         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_geometric_shapes          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_mesh_generation           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
@@ -131,9 +131,9 @@ Example elements validated:
 | 
			
		||||
| models_rlgl_solar_system         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_yaw_pitch_roll            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_waving_cubes              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_heightmap                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_heightmap_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_skybox_rendering          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_draw_cube_texture         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_textured_cube             |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_gpu_skinning              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_bone_socket               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| models_tesseract_view            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
@@ -143,29 +143,29 @@ Example elements validated:
 | 
			
		||||
| shaders_custom_uniform           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_postprocessing           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_palette_switch           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_raymarching              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_raymarching_rendering    |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_texture_rendering        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_texture_outline          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_texture_waves            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_julia_set                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_eratosthenes             |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_eratosthenes_sieve       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_fog_rendering            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_simple_mask              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_hot_reloading            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_mesh_instancing          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_multi_sample2d           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_normal_map               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_spotlight                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_deferred_render          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_hybrid_render            |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_normalmap_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_spotlight_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_deferred_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_hybrid_rendering         |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_texture_tiling           |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_shadowmap                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_shadowmap_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ❌  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_vertex_displacement      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_write_depth              |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_basic_pbr                |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_lightmap                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_lightmap_rendering       |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_rounded_rectangle        |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_view_depth               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| shaders_depth_rendering          |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| audio_module_playing             |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| audio_music_stream               |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| audio_raw_stream                 |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
 
 | 
			
		||||
@@ -20,6 +20,7 @@ Example elements validated:
 | 
			
		||||
```
 | 
			
		||||
| **EXAMPLE NAME**                 | [C] | [CAT]| [INFO]|[PNG]|[WPNG]| [RES]| [MK] |[MKWEB]| [VCX]| [SOL]|[RDME]|[JS] | [WOUT]|[WMETA]|
 | 
			
		||||
|:---------------------------------|:---:|:----:|:-----:|:---:|:----:|:----:|:----:|:-----:|:----:|:----:|:----:|:---:|:-----:|:-----:|
 | 
			
		||||
| shaders_shadowmap_rendering      |  ✔ |  ✔  |  ✔  |  ✔ |  ✔  |  ❌  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| rlgl_standalone                  |  ✔ |  ❌  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| rlgl_compute_shader              |  ✔ |  ❌  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
| easings_testbed                  |  ✔ |  ❌  |  ✔  |  ✔ |  ✔  |  ✔  |  ✔ |   ✔  |  ✔  |  ✔ |  ✔  |  ✔ |  ✔  |  ✔  |
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user